TED: How gaming can be a force for good | Noah Raford

TED: How gaming can be a force for good | Noah Raford

Assessment

Interactive Video

Social Studies, Religious Studies, Other

11th Grade - University

Hard

Created by

Quizizz Content

FREE Resource

The video explores the potential of video games to influence future social movements, drawing parallels with historical figures like Hassan Ebinsaba. It highlights the dominance of video games in entertainment and the emergence of 'game cults'—social movements driven by gaming dynamics. The speaker speculates on the future integration of games into daily life and calls for stakeholders to engage with these developments to ensure positive outcomes.

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10 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the speaker's main argument about the role of video games in future social movements?

Video games will become obsolete.

Video games will replace traditional education.

Video games will become platforms for future social battles.

Video games will lead to increased violence.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What historical figure is discussed in relation to virtual reality and belief?

Hassan Ebinsaba

Alexander the Great

Genghis Khan

Julius Caesar

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How do video games compare to other forms of entertainment according to the speaker?

They are less popular than movies.

They are the world's dominant form of entertainment.

They are only popular among teenagers.

They are less engaging than music.

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the speaker's view on the future of video games in society?

They will be a driving force in culture.

They will become less relevant.

They will be banned worldwide.

They will only be used for entertainment.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a potential negative outcome of video games becoming platforms for social movements?

Increased educational opportunities

Formation of extremist groups

Improved mental health

Decreased online engagement

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the significance of the term 'game cults' as used by the speaker?

They are harmless fan clubs.

They are large-scale social movements with real-world impacts.

They are exclusive gaming tournaments.

They are traditional religious groups.

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one example of a positive game cult mentioned by the speaker?

A game promoting violence

A game encouraging environmental restoration

A game about financial trading

A game focused on fashion

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